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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Hussar" data-source="post: 8373478" data-attributes="member: 22779"><p>So, now we're back to DM Decides territory</p><p></p><p></p><p>Why am I disarming? I just set off the trap. </p><p></p><p></p><p>Don't your wizards get two free spells every level? By 5th level, I've got 16 spells in my spellbook even without finding any new spells. That's more than enough to cover most of this stuff.</p><p></p><p></p><p>Yeah, that got brought up before. It was a pointless thing then and it still is now. Good grief, no one carries a pot? If you're at the point where waterskins are the issue in exploration, I'm really not interested in playing in that campaign.</p><p></p><p></p><p>And we're back to DM Decides. Again, I KNOW there are rulesets out there that will make exploration interesting. That's the point. If exploration in baseline 5e was actually interesting you wouldn't have a hundred different rules variant add ons to make it interesting. Note, that Darker Dungeons rules are SERIOUSLY cool.</p><p></p><p></p><p>Yup, DM decides. The efficacy of the spell is 100% DM dependent.</p><p></p><p></p><p>True, no pit traps. But, again, unless we're in a dungeon, those generally aren't seen too often. And, well, being able to remote trigger traps from 60 feet away makes it pretty effective.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8373478, member: 22779"] So, now we're back to DM Decides territory Why am I disarming? I just set off the trap. Don't your wizards get two free spells every level? By 5th level, I've got 16 spells in my spellbook even without finding any new spells. That's more than enough to cover most of this stuff. Yeah, that got brought up before. It was a pointless thing then and it still is now. Good grief, no one carries a pot? If you're at the point where waterskins are the issue in exploration, I'm really not interested in playing in that campaign. And we're back to DM Decides. Again, I KNOW there are rulesets out there that will make exploration interesting. That's the point. If exploration in baseline 5e was actually interesting you wouldn't have a hundred different rules variant add ons to make it interesting. Note, that Darker Dungeons rules are SERIOUSLY cool. Yup, DM decides. The efficacy of the spell is 100% DM dependent. True, no pit traps. But, again, unless we're in a dungeon, those generally aren't seen too often. And, well, being able to remote trigger traps from 60 feet away makes it pretty effective. [/QUOTE]
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